Program.cpp revision 0990ffbc4d407e174423a4a04b5902ed83f71db5
1/* 2 * Copyright (C) 2010 The Android Open Source Project 3 * 4 * Licensed under the Apache License, Version 2.0 (the "License"); 5 * you may not use this file except in compliance with the License. 6 * You may obtain a copy of the License at 7 * 8 * http://www.apache.org/licenses/LICENSE-2.0 9 * 10 * Unless required by applicable law or agreed to in writing, software 11 * distributed under the License is distributed on an "AS IS" BASIS, 12 * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. 13 * See the License for the specific language governing permissions and 14 * limitations under the License. 15 */ 16 17#define LOG_TAG "OpenGLRenderer" 18 19#include "Program.h" 20 21namespace android { 22namespace uirenderer { 23 24/////////////////////////////////////////////////////////////////////////////// 25// Base program 26/////////////////////////////////////////////////////////////////////////////// 27 28// TODO: Program instance should be created from a factory method 29Program::Program(const ProgramDescription& description, const char* vertex, const char* fragment) { 30 mInitialized = false; 31 mHasColorUniform = false; 32 mHasSampler = false; 33 mUse = false; 34 35 // No need to cache compiled shaders, rely instead on Android's 36 // persistent shaders cache 37 mVertexShader = buildShader(vertex, GL_VERTEX_SHADER); 38 if (mVertexShader) { 39 mFragmentShader = buildShader(fragment, GL_FRAGMENT_SHADER); 40 if (mFragmentShader) { 41 mProgramId = glCreateProgram(); 42 43 glAttachShader(mProgramId, mVertexShader); 44 glAttachShader(mProgramId, mFragmentShader); 45 46 position = bindAttrib("position", kBindingPosition); 47 if (description.hasTexture || description.hasExternalTexture) { 48 texCoords = bindAttrib("texCoords", kBindingTexCoords); 49 } else { 50 texCoords = -1; 51 } 52 53 glLinkProgram(mProgramId); 54 55 GLint status; 56 glGetProgramiv(mProgramId, GL_LINK_STATUS, &status); 57 if (status != GL_TRUE) { 58 ALOGE("Error while linking shaders:"); 59 GLint infoLen = 0; 60 glGetProgramiv(mProgramId, GL_INFO_LOG_LENGTH, &infoLen); 61 if (infoLen > 1) { 62 GLchar log[infoLen]; 63 glGetProgramInfoLog(mProgramId, infoLen, 0, &log[0]); 64 ALOGE("%s", log); 65 } 66 67 glDetachShader(mProgramId, mVertexShader); 68 glDetachShader(mProgramId, mFragmentShader); 69 70 glDeleteShader(mVertexShader); 71 glDeleteShader(mFragmentShader); 72 73 glDeleteProgram(mProgramId); 74 } else { 75 mInitialized = true; 76 } 77 } else { 78 glDeleteShader(mVertexShader); 79 } 80 } 81 82 if (mInitialized) { 83 transform = addUniform("transform"); 84 } 85} 86 87Program::~Program() { 88 if (mInitialized) { 89 glDetachShader(mProgramId, mVertexShader); 90 glDetachShader(mProgramId, mFragmentShader); 91 92 glDeleteShader(mVertexShader); 93 glDeleteShader(mFragmentShader); 94 95 glDeleteProgram(mProgramId); 96 } 97} 98 99int Program::addAttrib(const char* name) { 100 int slot = glGetAttribLocation(mProgramId, name); 101 mAttributes.add(name, slot); 102 return slot; 103} 104 105int Program::bindAttrib(const char* name, ShaderBindings bindingSlot) { 106 glBindAttribLocation(mProgramId, bindingSlot, name); 107 mAttributes.add(name, bindingSlot); 108 return bindingSlot; 109} 110 111int Program::getAttrib(const char* name) { 112 ssize_t index = mAttributes.indexOfKey(name); 113 if (index >= 0) { 114 return mAttributes.valueAt(index); 115 } 116 return addAttrib(name); 117} 118 119int Program::addUniform(const char* name) { 120 int slot = glGetUniformLocation(mProgramId, name); 121 mUniforms.add(name, slot); 122 return slot; 123} 124 125int Program::getUniform(const char* name) { 126 ssize_t index = mUniforms.indexOfKey(name); 127 if (index >= 0) { 128 return mUniforms.valueAt(index); 129 } 130 return addUniform(name); 131} 132 133GLuint Program::buildShader(const char* source, GLenum type) { 134 GLuint shader = glCreateShader(type); 135 glShaderSource(shader, 1, &source, 0); 136 glCompileShader(shader); 137 138 GLint status; 139 glGetShaderiv(shader, GL_COMPILE_STATUS, &status); 140 if (status != GL_TRUE) { 141 // Some drivers return wrong values for GL_INFO_LOG_LENGTH 142 // use a fixed size instead 143 GLchar log[512]; 144 glGetShaderInfoLog(shader, sizeof(log), 0, &log[0]); 145 ALOGE("Error while compiling shader: %s", log); 146 glDeleteShader(shader); 147 return 0; 148 } 149 150 return shader; 151} 152 153void Program::set(const mat4& projectionMatrix, const mat4& modelViewMatrix, 154 const mat4& transformMatrix, bool offset) { 155 mat4 t(projectionMatrix); 156 if (offset) { 157 // offset screenspace xy by an amount that compensates for typical precision 158 // issues in GPU hardware that tends to paint hor/vert lines in pixels shifted 159 // up and to the left. 160 // This offset value is based on an assumption that some hardware may use as 161 // little as 12.4 precision, so we offset by slightly more than 1/16. 162 t.translate(.375, .375, 0); 163 } 164 t.multiply(transformMatrix); 165 t.multiply(modelViewMatrix); 166 167 glUniformMatrix4fv(transform, 1, GL_FALSE, &t.data[0]); 168} 169 170void Program::setColor(const float r, const float g, const float b, const float a) { 171 if (!mHasColorUniform) { 172 mColorUniform = getUniform("color"); 173 mHasColorUniform = true; 174 } 175 glUniform4f(mColorUniform, r, g, b, a); 176} 177 178void Program::use() { 179 glUseProgram(mProgramId); 180 if (texCoords >= 0 && !mHasSampler) { 181 glUniform1i(getUniform("baseSampler"), 0); 182 mHasSampler = true; 183 } 184 mUse = true; 185} 186 187void Program::remove() { 188 mUse = false; 189} 190 191}; // namespace uirenderer 192}; // namespace android 193